This is a play by post for the Dark Sun adventure Marauders of the Dune Sea for up to six players.
What is Dark Sun?
A blasted desert world where freedom is hard-won. The gods are dead, mutants wander the world, ancient and evil sorcerer kings rule the population and magic scorches the land. This adventure begins in Tyr, now the Free City of Tyr since it's sorcerer-king ruler was assassinated in the past few weeks. Read the Theme information provided below for more info, and this link:
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100712[/url]What do I need to do?- Make a legal point-buy level 2 PC.
- Default gear options (three magic items: a level 3 item, level 2 item, and level 1 item) as well as gold equivilent to a level 1 item.
- Give the character Inherent Bonuses (at level 2 this equals +1 to attack/damage that doesn't stack with magic weaopns).
- Give the character a free expertise feat.
- Upload your character to Orokos).
- Roll a 1d10 to determine your random psionic talent! http://4e.orokos.com/roll/
- Choose a theme (see below).
- Come up with a little background that gets the character to the Free City of Tyr. Here's some info on Tyr as well as some backgrounds: http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100730
New races presented in Dark Sun are the Mul (half-dwarf) and Thri-Kreen (mantis-people).
Mul:
Average Height: 5' 8" - 6' 4"
Ability Scores: +2 Constitution; +2 Strength or Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Streetwise
Born of Two Races: Select either human or dwarf. You can take feats that have your choice as prerequisite (as wel as those specifically for muls), as long as you meet any other requirements.
Mul Vitality: Increase your number of healing surges by one.
Tireless: You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of an extended rest.
Incredible Toughness: You have the incredible toughness power.
Incredible Toughness Mul Racial Power
Through dogged determination and sheer physical hardiness, you shrug off an effect that would daunt a lesser person.
Encounter
No Action Personal
Trigger: You start your turn.
Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Thri-Kreen:
Average Height: 5' 4" - 6' 6"
Ability Scores: +2 Dexterity; +2 Strength or Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-lightl
Languages: Common, Thri-Kreen
Skill Bonuses: +2 Athletics, +2 Nature
[BMultiple Arms: [/B]Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item) as a free action instead of a minor action.
Natural Jumper: A thri-kreen is always considered to have a running start when jumping.
Torpor: Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware fo your surroundings, and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefits of an extended rest.
Thri-Kreen Claws: You have the thri-kreen claws power.
Thri-Kreen Clawss Thri-Kreen Racial Power
You quickly lash out with all your claws, tearing at nearby enemies.
Encounter
Minor Action Melee 1
Target: One, two, or three enemies
Attack: Strength, Dexterity, or Wisdom +3
Hit: 1d8 + Strength, Dexterity, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets..
Themes
You may choose a theme. You automatically gain the theme's granted power and can choose to take additional theme powers when you reach the appropriate level (level 2 utility options are presented). All theme powers key off of whatever your selected class's primariy ability is, and implement powers use whatever implement your class uses.
Athasian Minstrel: Each noble house is surrounded by an entourage of entertainers and companions for hire. Athasian minstrels might be dancers, poets, musicians, artists, or tutors retained by the wealthy and powerful, or they might be performers from roving troupes hired for special occasions. Minstrels also double as spies, assassins, and agents, concealing daggers beneath fluttering silk or honeyed words.
Dune Trader: Dune traders frequent the city-states and the wild lands, following the ancient caravan routes. The great merchant houses of Athas provide opportunities for ambitious and capable people to make their fortunes. Serving as a mercenary, advisor, or agent to a merchant house might provide a character with the ability to travel on his patron's behalf and live in comfort.
Elemental Priest: In the absence of gods and divine magic, many people of the desert turn to primal magic. Elemental priests are no friends to the sorcerer-kings or templars, but the residents of rural villages and nomadic tribes hold the priests in high regard. Some are shamans armed with potent healing abilities, some are secret assassins, and others are fierce warriors who fortify themselves with the spirits of the world's primal elements.
Gladiator: Life on Athas is cheap and the great city-states are renowned for their bloodstained arenas. Gladiators are warriors who fight for gold, glory, or survival in the arena. Many are slaves, trained from childhood to fight for the entertainment of the masses. A prized gladiator often receives better treatment than the typical arena fodder and might enjoy considerable freedom despite his or her slave status. Some gladiators are free beings who choose to fight, lured by the rich prizes and promise of glory.
Noble Adept: Naturally, people of wealth and high station have more choices in life than others, and noble adepts have access to the finest tutors in swordplay and psionics. What they lack in practical experience in the deserts or arenas, they make up for with years of leisure to master the martial, psionic, or magical arts. Free to follow the dictates of conscience or indulge their wanderlust, noble adepts choose their own fates--a rare luxury on Athas.
Primal Guardian: Although elemental priests wield the powers of the desert--sun, sand, fire, and wind--a few primal devotees cling to the powers of life that remain on Athas. These primal guardians wield the strength of forest and oasis against those who wuld bring further ruin to the dying world. Like devotees of the elements, primal guardians oppose the sorcerer-kings and the minions of these tyrants and they commnad the fear and respect of the desert peoples.
Templar: Templars practice arcane magic. As agents of the sorcerer-kings, they maintain order in the city-states. Many templars use their positions to ruthlessly oppress the common people, and they have their sorcerer-king's sanction to use defiling magic at will. However, a few are cut above their fellos. They might be patriots loyal to their city above their king, reformers who seek to correct oppressive practices, or secret revolutionaries who desire to put an end to the tyranny of the despots. In some cities, templars serve as "priests" to sorcerer-kings who claim godhood, even though Athas has no real gods. Divine magic is unknown, remembered only in tales of ancient days.
Veiled Alliance: Although many Athasian heroes excel at physical combat or the mental arts, magic is a rare talent. Arcane player characters often belong to the Veiled Alliance. On Athas, arcane magic is perilous in the extreme. Used carelessly, it defiles the surroundings, destroying life and leaving barren zones where nothing can grow again. As a result, those who study the arcane arts are feared and persecuted. The Veiled Alliance protects arcanists who choose the way of the preserver, learning to cast spells with the care and sacrifice needed to spare the surroundings from the damage of arcane magic.
Wasteland Nomad: Gladiators aren't the only warriors on Athas. The people of the desert are perhaps the freest inhabitants of Athas; the world is theirs to wander as they will, as long as they have the strength and luck to avoid monsters, bandits, and slavers. Wasteland nomads miight be hunters, scouts, or wild raiders with no formal training, but the Athasian wasteland is a harsh teacher. Wanderers don't last long without some skill with spear or sword.
Wilder: Psionic power is widespread on Athas, and many privileged nobles and commoners of exceptional ability receive formal training in the Way (the Athasian term for the study of psionic disciplines). Wilders are those who lack formal instruction in psionics and master their powers on their own. Most come from the poorer classes in the city-states, the outlying villages, or the tribes of the desert. It's not unusual for a skilled fighter or an agile rogue to have a potent, self-taught psionic power with which she can surprise careless enemies.
ItemsAdventuring GearDESERT CLOTHING - 10gp; 3lb.
Loose clothing in light colors reflects heat and retains the body's moisture. When wearing desert clothing, you gain a +1 item bonus to Endurance checks against environmental danger.
DISTILLATION KIT - 50gp; 20lb
Desert travellers use distillation kits to extract water from wastes or toxic fluids. The device "cooks" moisture from the materials and collects it in a reservoir. Using a distillation kit for 6 hours provides 1 day's worth of water.
DOWSING ROD - 20gp; 5lb.
This forked rod can be used to ferret out hidden water reservoirs. It grants a +2 bonus to Nature checks made to forage.
FILER MASK - 1gp
Affixing this mask over the face allows the wearer to breath normally in adverse conditions, such as during a dust storm.
GIANT HAIR ROPE - 10gp; 10lb.
Woven from tough strands of giant hair, this rope is used for making strong cord. Giant hair rope has resist 10 to all damage.
SUN BALM - 50gp; 1lb.
Travelers value sun balm to ward against the sun's pernicious effect. Sun balm grants a +2 bonus to Endrance checks made to endure heat.
SURVIVAL DAY - 5gp; 8lb.
A survival day is an abstract representation of the preperations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn.
Athasian Weapons & Armor
Still adding information!
Current submissions:
STRIKERSJiaren, Human RangerMindartis, Eladrin MonkGutterslime, Thri-Kreen RogueAaruk Brownscale, Dray BarbarianThak'Nid the Thri-Keen MonkCONTROLLERSKira, Tiefling PsionShisli, Elven DruidKa'cha, Thri-Kreen SeekerLEADERSMenander, Githzerai ArdentChaedi, Half-Elf ShamanDEFENDERArjahn Brighthammer, Mul FighterGlata Hurq, Goliath Warden
Posts
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
You can have a Fighter (Martial Defender) with the Wilder theme (Psionic Striker) if you want.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
No, but as mentioned the themes allow for some strange synergy. I'll provide more specific details on the theme powers by tomorrow.
Did they stat out the double-headed spear this edition?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
There used to be the gythka and a completely different two-headed spear. Not that it doesn't make sense to just combine them.
Edit: Are eladrin crazy tall like elves? Or are they completely different in this setting?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I'd just assume eladrin are tall. I haven't seen it specifically mentioned anywhere.
The double spear is mostly for stylistic reasons, but I like the defensive as well.
Too bad you can't houserule entire weapon types into the CB.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Size: Medium
Speed: 7
Vision: low-light
Languages: Common, Thri-Kreen
Skill Bonuses: +2 Athletics, +2 Nature
Multiple Arms: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
Natural Jumper: A thri-kreen is always considered to have a running start when jumping.
Torpor: Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware of your surrounding and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest.
Thri-Kreen Claws: You have the thri-kreen claws power.
Encounter, minor action, melee 1
target: one, two, or three enemies
attack: strength, dexterity, or wisdom +3 (6 at 11th level, 9 at 21st level) vs AC
hit: 1d8 + Strength, Dexterity, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets.
add 1d8 to the damage per tier.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Bugman ahoy!
I have nothing against sentient mantii, but I don't feel the rules really back them up. Besides, me and Balrok have already bonded!
I'll take the level 2 theme Utility power Scion of Stone
Minor Action, Ranged 5
Effect: You conjure a scion of stone that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a minor action, you can dismiss it to grant you and each ally adjacent to it temporary hit points equal to 5 + one-half your level.
Image:
Background:
In the desert he came to understand and appreciate the primal and elemental forces around him and has learned he is able to harness some amount of power from the elemental forces. In a short time, these powers have grown, little by little, and he hopes they will continue to.
His manner is slightly reserved and somewhat closed-off, but in battle he is fierce, precise, and deadly. He figures these are skills he could use to continue his laborious struggle for subsistence.
Yeah, in the podcast it was mentioned they thought the original Thri-Kreen were far too overpowered, so it feels like they kinda overcompensated for that by making them a bit bland.
That's not a good reason for nerfing the new one. Not that it feels particularly weak, it's just not a supervillain in an exoskeleton anymore.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Are there any changes in classes, or classes that aren't available? I'm thinking of making a Thri-kreen rogue, but if there's new neat stuff in the books I might wait and see.
Also, do chathcka(sp) count as shuriken for the purpose of Rogue Weapon Talent?
There aren't any new new classes or races (except if you count the themes). The Mul are included as an actual race and Half-Giants just use the Goliath stats. The other races only have new background options
Mindartis, level 2
Eladrin, Monk
Build: Stone Fist Monk
Monastic Tradition: Stone Fist
Background: Recent Life - Freeing Slaves (+2 to Thievery)
FINAL ABILITY SCORES
Str 16, Con 11, Dex 18, Int 10, Wis 10, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 10, Cha 13.
AC: 17 Fort: 15 Reflex: 16 Will: 15
HP: 28 Surges: 7 Surge Value: 7
TRAINED SKILLS
Streetwise +7, Stealth +10, Thievery +12, Acrobatics +10, Athletics +9
UNTRAINED SKILLS
Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +1, Endurance +1, Heal +1, History +3, Insight +1, Intimidate +2, Nature +1, Perception +1, Religion +1
FEATS
Level 1: Pointed Step Style
Feat User Choice: Weapon Expertise (Spear)
Level 2: Eladrin Soldier
POWERS
Monk at-will 1: Five Storms
Monk at-will 1: Crane's Wings
Monk encounter 1: Rising Storm
Monk daily 1: Masterful Spiral
ITEMS
Monk Unarmed Strike, Tratnyr, Longsword, Adventurer's Kit, Belt Pouch (empty), Waterskin, Trail Rations (10), Cloth Armor (Basic Clothing), Fine Clothing
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Gladiator Theme
He'd have a gythka if it were in the CB. Tratnyr is a decent stand-in, the only difference is one point of AC.
Quick Background:
By the time he came of age, Mindartis was well past the point where he could stand to be cooped up behind the walls of his boyhood training ground. After a period spent petitioning (more realistically pestering) his superiors for permission, he left the monastery to explore the tablelands and what he would come to know as the Tyr region.
Without many marketable skills (by Tyrian standards, anyway), Mindartis found himself rather poor rather quickly. Left with little choice, he signed himself into the local gladiatorial games. His exotic looks, style and abilities made him an instant crowd favorite. Before long, Mind was traveling all over the Tyr region competing in the arenas. His masters would not have approved of this use of his training, but he had to eat somehow and deep down he enjoyed the attention he garnered as a fighter. As his reputation grew, he was pitted against stronger and stranger opponents, and to his credit he bested all of them. The only black mark on his record was a "draw" he garnered by refusing to kill an opponent the crowd deemed unworthy to live. Mind never kills unnecessarily, though he will do so in defense of himself or others.
A few weeks ago, Mind was slated to compete in the grand games at the Arena in Tyr. It would have been his first bout at a venue of that size, and he was to be paid handsomely for it. Before the games had started, however, Mind witnessed a scene of abject cruelty in the slave pits and his inborn idealism forced him to act. While the crowds roared in the arena, he was unlocking or breaking the cages of dozens of arena slaves, releasing them (somewhat prematurely, it turns out) from their bondage. This act of defiance would have branded him a criminal if not for the events that unfolded that day. Even though it turned out to be a largely unimportant gesture, it put Mindartis on the path that he now treads.
In the past few weeks, Mind has been collecting supplies and making contacts in the former/escaped slave community that he hopes will aid him in his quest. He has also found himself in direct alliance with the seedier side of Tyrian commerce (non-slave, obviously) in this period, a position that has garnered him not a small amount of financial rewards. With those affairs in order, he is now prepared to go forth and deliver slaves around the tablelands from the yokes of their masters.
I need to find a decent picture.
Edit: Weird, the inherent bonuses are showing up for attack and damage calculations, but not defenses.
Edit2: Not specifically the image I'm going for, but a workable one;
Wild Talent Roll: 1d10 10
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
They included a couple new builds for existing classes: arena fighter, animist shaman, sorcerer-king pact warlock and wild battlemind.
Divine classes don't really exist in the setting but I could see myself allowing one with a compelling enough reason.
Nope. Just don't include any of the Raven Queen stuff. Shadowfell is called the Gray.
Balrok, level 2
Human, Fighter
Fighter: Combat Agility
Fighter Talents: Brawler Style
FINAL ABILITY SCORES
Str 20, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
AC: 21 Fort: 22 Reflex: 16 Will: 13
HP: 32 Surges: 9 Surge Value: 8
TRAINED SKILLS
Intimidate +6, Heal +6, Endurance +7, Athletics +11
UNTRAINED SKILLS
Acrobatics +3, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +1, History, Insight +1, Nature +1, Perception +1, Religion, Stealth +3, Streetwise +1, Thievery +3
FEATS
Free: Weapon Expertise (Heavy Blade)
Human: Inescapable Hold
Level 1: Brawler Guard
Level 2: Headsman's Chop
POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Cleave
Fighter at-will 1: Weapon Master's Strike
Fighter encounter 1: Takedown Attack
Fighter daily 1: Tempest Dance
Fighter utility 2: Forceful Drag
ITEMS
Adventurer's Kit, Crowbar, Dwarven Scale Armor +1, Luckblade Longsword +1, Amulet of Protection +1, Sunrod (4), Everburning Torch
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I've got the background in my head, I'll post it in a day or so.
he got by stealing and scavenging from what the city had to offer. A burned merchant called him a Gutterslime Jackal, a name he took with pride, but soon shortened. He formed a new clutch with other street orphans, eventually claiming leadership by defeating a dwarf who had been leading the orphans. now with a new extended family, he set about establishing territory and defending it from other street gangs. Ever the pragmatist, challenges to the group tended to be met by daggers to the throat in the middle of the night. Eventually, this approach led to two gangs trying to ambush Gutterslime's clutch. in the ensuing battle, Gutterslime killed half of the ambush himself, while the remaining ambush members and his clutch killed each other off.
after the battle ended, Gutterslime evaluated what had happened, and determined that he was aiming below his potential, and that his leadership tactics needed some adjustments. In an attempt to find a more profitable means of survival, Gutterslime entered the gladiatorial arena. His first fight- a group vs. group combat involving rookie gladiators, designed to warm up the crowd and give new gladiators more experience- ended poorly. When the leader of the group he was assigned to was knocked unconscious, he decided that first and foremost, he was the next in line to lead, and that the strategy that made the most sense was to feign defeat, then ambush the leader of the opposing team as he cheered his victory.
Gutter did not grasp the non-lethal nature of the game. He killed four of the opposing gladiators with a staff that had been broken in half into a sharp piece of wood.
To make up the price of the dead Gladiators to their owners (or more likely kill the obnoxious bug had destroyed a fair amount of their profit), Gutter had to fight in six lethal combat fights, against both experienced gladiators and desert beasts. to the surprise of many, he won each fight. After his debt was fulfilled, Gutter stayed on for some more group fights, his need for a clutch now getting desperately strong.
The arena was not conducive to forming clutches- people tended to not want to befriend someone they might have to kill the next week. Gutter decided to leave in search of a more friendly band of warriors to associate with.
level 2
Thri-kreen, Rogue, Gladiator theme
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
FINAL ABILITY SCORES
Str 15, Con 13, Dex 20, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 18, Int 8, Wis 10, Cha 10.
AC: 18 Fort: 13 Reflex: 18 Will: 11
HP: 30 Surges: 7 Surge Value: 7
TRAINED SKILLS
Stealth +11, Thievery +11, Streetwise +6, Perception +6, Athletics +10, Acrobatics +11
UNTRAINED SKILLS
Arcana, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Intimidate +1, Nature +3, Religion
FEATS
Level 1: Backstabber
Feat User Choice: Weapon Expertise (Light Blade)
Level 2: Weapon Focus (Light Blade)
POWERS
Rogue at-will 1: Acrobatic Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Blinding Barrage
Rogue utility 2: Tumble
Gladiator theme: Disrupting advance
ITEMS
Leather Armor, Dagger (10), Adventurer's Kit, Footpads, Grappling Hook, Thieves' Tools
http://4e.orokos.com/sheets/2435
random power is a 6
Oh, I'll definitely be checking back for that. I'm not big on the PbP format but I'll certainly be reading all the background and stuff you post as I am most excited for Dark Sun.
And if you don't like it, then too bad.
PbPs gonna get me firrrrrred.
Dragonborn are known as "Dray", but are the same stats-wise.
Devas, gnomes, kobolds, ogres, orcs, and trolls have all been driven to extinction, but the campaign setting book leaves it up to the DM to allow the races to exist on Athas.
Wild Talent roll: 8. Sensing eye! (I am also taking the Wild Talent feat to give me Telekinetic Grasp, Thought Projection, and Know Direction)
For my Cloth Armor of resistance, I'm going for Acid (I don't know how to make the character builder pick)
Pic
Background
And in the end the merchants of house Rees also acquired a child. The mother, barely clothed in the dim sand-blasted cavern offered the child for free, as a gift they were told. A bribe would have been more like it, to keep others away from their hovel. The merchants often bartered for slaves, and given one for free was quite the gift. Though they would have to raise the girl through childhood, they figured that a female-tiefling slave might appease those with odd... fetishes enough to pay handsomely.
So the caravan took the horned girl and raised her. At the age of seven one of the men spoke openly about the prospects of selling her. The others didn't get a chance to respond before the man whom spoke emitted a sort of rattle. His eyes seemed to follow their own individual desires and blood and brain matter leaked from his nose. He fell over and they momentarily forgot about his inquiry.
Soon enough the subtle workings of Tira's psionic power began to take hold on the other members of the caravan. None can say when she went from a slave to a valued member of the caravan in their minds, but unbeholden to their own thoughts they didn't consider it too often either. Occasionally in the few hours of the black night, no longer influenced by the tieflings power, sentries would begin to talk softly of their dispositions towards the girl. While most were nothing more than perverted fantasies, but some whispered of her unknown power over them. One night, one of them who had faint recollections of these kinds of conversations in the past, decided that he no longer wanted to live in a haze. So while the girl was sleeping, he brought his bone spear to bear. But Kira was awake, and looking into her eyes he began to feel overwhelming guilt and self-hate. Despair. The next morning, the rest of the caravan awoke to find the man impaled on his own spear, the blood at his feet sunken deep into the sand.
Eventually everyone in the caravan knew of Kira's psionic power as she began to take interest in rare channeling crystals and other strange devices. But few thought to connect it to their sudden disposition change years ago. At some point their comradery towards Kira was genuine. But the world of Athas was a harsh place, and the promise of immediate income was far more powerful than any of the subtle workings of the tieflings power.
A rich merchant had approached the lowly band while they were working Tyr, and asked about the tiefling, saying that he would pay heavy for one as womanly and exotic as Kira. Connected, Kira knew what the answer would be, and she fled further into the city. Her life-long ruse was over, it was time to move on.
Menander, Githzerai Ardent
Background:
However such youthful was not a match for the harsh landscape and a harsher people. Power was held in the hands of a very few, and no one could remember a time when it had not been so. But still, as he wandered the world, he did not lose his hope. For each encounter with desert raiders, a hidden ruin showed a glimpse into the past. The world had not always been a barren wastleland, it had been turned into one. If someone or something had taken the world's splendor, who is to say someone could not return it? But he was just a man, how could he change the world alone?
Then a spark of hope appeared. Someone killed the Tyrant King Kalak. Tyr was free and it's slaves became free men, or so the stories said. Everyone was talking about. Slowly but surely, he made his way to the great city-state. The stories were true for once, at least at first Freed slaves walked the streets, but the city itself was a reflection of the desert wastes he wandered. Chaos was everywhere, as anyone with power tried to take even more. At first Menander lost the little hope he had gained.
But the longer he stayed, the more hope he regained. He thought back to the teachers of his master back in the small monastery. Before you could do anything, first you must understand everything at work. Life was nothing but chaos, and before you set down upon your path, you must understand the chaos that surrounds it. Back then, he had dismissed it. Old men blabbering about strange cryptic things in an effort to sound wise. But now he finally understood what they meant. If he could understand the chaos here, he could repeat it. Someone had found a way to kill the old king, replace him, and start making things better for everyone in the city. Now all he had to do was find the way.
For if one god can die, then all of them can die.
Image:
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
You won't have an in herent bonus to defense until level 4. Level 2 is +1 attack and damage only.
edit: Also also, I'm assuming Chatkcha have a feat requirement similar to the xen'drik boomerang since statwise it's the same?
edit2: by requirement I mean proficiency feat. They aren't covered under the standard ranged proficiencies.
People who wander the wastelands and derive power from the primal energy that thrives there.
Standard | Melee or Ranged Weapon vs AC
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: 1W+primary modifier damage. If you have CA against the target, you deal extra damage equal to your primary ability modifier.
Utility 2 option Lone Resolve
Daily Personal
Free Action
Trigger: You start your turn while you are not adjacent to any of your allies.
Effect: You can make a saving throw with a bonus equal to your primary ability modifier. If the saving throw failys, yo do not expend this power.
More seriously; can I get the info for the gladiator theme?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
The Gladiator:
Standard action, melee weapon
Primary ability vs. AC
Hit: 2[W]+ ability mod damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
Level 2 Utility: Go with the Flow (encounter)
Immediate Interrupt, Personal
Trigger: An enemy within 5 squares of you that you can see moves willingly.
Effect: You shift half your speed and gain CA against the target until the end of your next turn.